SMW: Spicy Mycena Waffles

This is my fork of Super Mario World's Archipelago Randomizer which aims to provide a different experience.

Index

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v1.1.2

Fixes

  • Music engine no longer crashes on some emulators when the Directional Coins stop their music without a P-Switch active
    • As a side effect, the P-Switch effect will be carried over pipes and doors
  • Hearts and Repellents no longer have a disabled sign on top of them
  • Some logic adjustments

v1.1.1

Adjustments

  • Disabled save prompts (for real)

Fixes

  • Universal Tracker now properly tracks Glitched™ logic for swapped level exits (for real)
  • Some logic adjustments
  • Small Enemy Shuffle backend adjustments

v1.1.0

Additions

  • Visiting rooms can grant a check
    • Boss Rooms not included
    • Some rooms are in logic even if you don't have items required to beat the level. Example: Donut Secret 1 is a water level but you can collect a check from visiting the main portion of the level without access to Swim.
  • Added an item (Trap Repellent) which blocks incoming traps in a level
    • Used from the Inventory System. Effects are gone when going back to the map.
    • Can be obtained via any way 1-Ups were awarded (1/4 chance) or purchased for 100 Red Coins with EnergyLink enabled
    • This can effectively disable the permanent traps from the level_effects option... For a single playthrough of a level at least.
  • It's now possible to select which abilities or items will be added to the item pool or will be in the player's inventory at generation
    • This is sort-of why Start Inventory from Pool exists, but eh lol. Many people don't use that option and worked fine in DKC1/2
    • Those abilities only include the amount of items that are "enough" to be able to use them meaning that additional upgrades to existing abilities will be in the item pool regardless of this setting which includes:
      • Wall Running from anywhere (Progressive Run x2)
      • Additional Star duration (Progressive Super Star x9)
      • Faster swimming (Progressive Swim x2)

Adjustments

  • Midway Points are now colored according to the item's classification they have
  • Renamed bonus_blocks_checks to star_block_checks
  • Removed exclude_special_zone to exclude_special_zone
  • Blocks are now properly collected
    • The code worked, I just didn't properly test it and disabled it
  • Altered Universal Tracker's behavior for Glitched™ logic, it always assumes Hard logic instead of the very next logic level
  • Several Enemy Shuffle adjustments to placements feel more fair
  • Updated the Results Screen font
  • Disabled save prompts
    • We have silent autosaves, no need for an extra prompt

Fixes

  • Universal Tracker now properly tracks Glitched™ logic for swapped level exits
  • Fixed Goals not being properly colored when level exits are swapped
  • Fixed some backend issues with sprite loading which would lead to garbage being uploaded to VRAM every time an effect spawned on screen
    • In non-nerd speak: Fixed fireballs in boss arenas (and possibly other places)
  • Fixed Star Blocks not being properly colored when they're valid locations and haven't been collected
  • Some logic adjustments

v1.0.0

Additions

  • ROM-less generation via APPP
  • Universal Tracker support for logic tracking (regular + Glitched™) and YAML-less tracking
  • EnergyLink support
    • You're now able to (automatically) deposit coins in a shared bank with other players
    • Coins are used to buy Inventory items at the overworld
  • Enemy shuffle (Beta™)
    • Most enemies in levels are shuffled around, there are a small batch of exceptions to make levels beatable (and keep our logic happy)
  • Map teleport and transition shuffle
    • Pipes and Stars can be shuffled with each other, walkable transitions are shuffled among themselves
    • Hints about these can be found in Info Boxes
  • Logic difficulty for levels
    • Makes some items appear earlier for some sets of levels
  • Map exit destination shuffle; (some) Normal and Secret exits can be swapped!
  • Golden Yoshi Eggs are the new form of Boss Tokens and Yoshi Eggs from the original randomizer
  • New appearances for blocks, 3-Up Moons and Dragon Coins when they're enabled as valid locations
  • NSMBWii inspired inventory system
    • You can summon an inventory menu where you can grant yourself an item before going inside a level
    • Items can be gained by hitting the Goal Tape at high heights
  • Ending screen replaced with a results screen
    • The game keeps track of some random statistics of your current session
  • Goal Tape now grants inventory items and coins upon breaking it at certain heights
  • Levels can have permanent trap effects when playing them
  • Midway points can be valid locations
  • Midway points can be unlocked as an item
    • Also prevents midway point locations from being sent
  • Made Swim a progressive item; the second upgrade allows for faster horizontal swimming
  • Made Run a progressive item; the second upgrade allows Wall Running from anywhere as long you have P-Speed
  • Made Yoshi a progressive item; the second upgrade allows using Yoshi's Tongue
    • This means that Yoshi's Tongue is decoupled from Carry
  • Added a new item that makes losing a Fire Flower or a Cape go back to Big Mario instead of Small Mario
  • Added a Heart item that allows the player to tank one hit; it's lost on contact
  • Added an item that makes your TIME counter go down slower permanently
  • Super Stars get better for each Progressive Super Star you get
  • Current item box contents are displayed during the map gameplay
  • New items:
    • Progressive Swim
    • Progressive Yoshi
    • Progressive Run
    • Progressive Super Star
    • Midway Points
    • Item box
    • Better Timer
    • Extra Defense
    • Inventory Heart
    • Inventory Mushroom
    • Inventory Fire Flower
    • Inventory Feather
    • Inventory Super Star
    • Inventory Green Yoshi
    • Inventory Red Yoshi
    • Inventory Yellow Yoshi
    • Inventory Blue Yoshi
  • New traps:
    • Fishin' Boo Trap
    • Screen Flip Trap
    • Sticky Hands Trap
    • Sticky Floor Trap
    • Spotlight Trap
    • Pixelate Trap
    • Bullet Time Trap
    • Invisibility Trap
    • Empty Item Box Trap

Adjustments

  • Rewritten rules for different considerations compared to the original SMW AP
  • Removed Boss Token requirements per world
  • Dragon Coins now remember their individual collected status
    • Only saved upon level completion and midway point collection
  • Blocksanity is renamed to Block Checks; this marks a new configuration where you can enable certain blocks to be checks
  • Most Yellow Switch Palace blocks at Yoshi's Island 3 are valid checks
  • Green Star blocks are no longer valid checks under the "Blocks Checks" category (previously Blocksanity)
    • They're still checks under the Bonus Block category
  • Hidden 1-Ups can now be triggered out of order
  • Level goal tapes now grant coins or inventory items as a reward instead of 0 bonus stars
  • Replaced 1-Up Mushroom with Hearts
  • 1-Up combos now grant a random inventory item
  • 100 coin reward is now a heart
  • Players now have infinite lives
  • Forced fast walk animations in the OW
    • They're smoother, also faster if run has been unlocked
  • Ice Trap is now more slippery
  • Removed the auto saving yaml option in favor of automatic silent saves
    • Regular saves still trigger, will get removed later™
  • Fireballs can be thrown in an upwards arc by pressing UP
  • The curated palette pool is now forced upon users
  • Castles are now automagically collected
  • Added location groups